| Commit message (Collapse) | Author | Age | Files | Lines |
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Update JavaScript/Java plugins to solve known vulnerabilities
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Done using the Snyk tool.
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A few permissions including the `USE_SCENE` permission are being renamed with the launch of the Meta Spatial SDK, so we update the excluded list to avoid requesting them on app start.
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[Android editor] Limit when OpenXR runtime permissions are requested
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when the `xr/openxr/extensions/automatically_request_runtime_permissions` project setting is enabled
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Restore fullscreen toggle menu for the Android editor and clean up the immersive mode logic
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immersive mode logic
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[Android] Check if `keyStore` path is empty
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In `godot-build-scripts`, the default `config.sh` sets `GODOT_ANDROID_SIGN_KEYSTORE` to an empty string but we were only checking if it's null.
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- Apk signing and verification is enabled using the apksig library from https://android.googlesource.com/platform/tools/apksig/+/ac5cbb07d87cc342fcf07715857a812305d69888
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Update the export logic to enable apk generation and signing for Android editor builds
Note: Only legacy builds are supported. Gradle builds are not supported at this point in time.
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On Android the exit logic goes through `Godot#onDestroy()` who attempts to cleanup the engine using the following code:
```
runOnRenderThread {
GodotLib.ondestroy()
forceQuit()
}
```
The issue however is that by the time we ran this code, the render thread has already been paused (but not yet destroyed), and thus `GodotLib.ondestroy()` and `forceQuit()` which are scheduled on the render thread are not executed.
To address this, we instead explicitly request the render thread to exit and block until it does. As part of it exit logic, the render thread has been updated to properly destroy and clean the native instance of the Godot engine, resolving the issue.
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Follow up to https://github.com/godotengine/godot/pull/93933
Clean up the set of settings use to control whether Android input should be dispatched on the render thread.
Addresses comments in https://github.com/godotengine/godot/pull/93933#issuecomment-2210437977
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- Add support for dispatching input on the render thread (UI thread is the current default) when `input_buffering` and `accumulated_input` are disabled. At the expense of latency, this helps prevent 'heavy' applications / games from blocking the UI thread (the default behavior) which may cause the application to ANR.
- Remove GLSurfaceView logic causing the UI thread to wait on the GL thread during lifecycle events. The removed logic would cause the UI thread to ANR when the GL thread is blocked.
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Activity class.
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Found by apply the file_format checks again via #91597.
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- Update Android gradle plugin version from 7.2.1 to 8.2.0
- Update gradle version from 7.4.2 to 8.2
- Update target SDK from 33 to 34
- Update build tools version from 33.0.2 to 34.0.0
- Update kotlin version from 1.7.0 to 1.9.20
- Update Android fragment version from 1.3.6 to 1.6.2
- Update AndroidX window version from 1.0.0 to 1.2.0
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The feature was added in Godot 4.2, but it goes against recommended best practices for permissions request, as such it's being reverted.
In its place, developers now have to explicitly request the permissions they need to access.
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with the back button
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Fix issue causing the Android editor to crash when pressing back from a running project
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Co-authored-by: Bastiaan Olij <mux213@gmail.com>
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Add static check for overzealous .gitignores and fix an example of such.
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Decouples the Godot java entry point from the Android Fragment component. This enables the Godot component to be more easily reused across different types of Android components including Activities and Services.
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force-quitting the engine
Follow-up code cleanup for https://github.com/godotengine/godot/pull/78129
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one.
Fixes https://github.com/godotengine/godot/issues/76562
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The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- `Auto`: choose how to run the project based on the device screen size
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AudioStreamMicrophone
Fixes https://github.com/godotengine/godot/issues/73801
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Update the gradle build tasks to generate play store builds
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Configure the gradle builds to sign and build the release version of the Godot Android Editor
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Move the benchmarking measuring methods from `Engine` to `OS` to allow for platform specific overrides (e.g: can be used to hook into platform specific benchmarking and tracing capabilities).
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This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
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the launched and running game
The issue was caused because the running game pid was not set, and thus had a value of `0`. When trying to stop the running game, the `EditorRun::stop()` logic would kill the process with pid 0, which on Android corresponds to the running app's own process, thus causing the editor to crash.
This issue did not happen on Godot 3 because pid with value of `0` are not considered valid.
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Editor v4`
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Add necessary build flags and switch from using a
GLES2 context to a GLES3 one.
This also enables building for OpenXR
Co-authored-by: m4gr3d <fhuyakou@gmail.com>
Co-authored-by: dsnopek <dsnopek@gmail.com>
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